/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package spine.starling {
import spine.SkeletonData;
import spine.animation.AnimationState;
import spine.animation.AnimationStateData;

import starling.animation.IAnimatable;

public class SkeletonAnimation extends SkeletonSprite implements IAnimatable {
	public var state:AnimationState;
	public var timeScale:Number = 1;

	/** @param renderMeshes If false, meshes won't be rendered. This may improve batching with non-Spine display objects. */
	public function SkeletonAnimation (skeletonData:SkeletonData, renderMeshes:Boolean = true, stateData:AnimationStateData = null) {
		super(skeletonData, renderMeshes);
		state = new AnimationState(stateData ? stateData : new AnimationStateData(skeletonData));
	}

	public function advanceTime (time:Number) : void {
		time *= timeScale;
		skeleton.update(time);
		state.update(time);
		state.apply(skeleton);
		skeleton.updateWorldTransform();
	}
}

}
